Free troops :- Build a missile silo and wait until a
missile is ready to be launched. Sell the silo and
immediately launch the missile.
When timed correctly, the sale will be aborted and men
will exit the silo.
Create ants:- Note: This procedure involves editing a
game file; create a backup copy of the file before
proceeding. Make a map using Red Alert Map Editor, Save
the map and exit the editor. Use a text editor to edit
the map file in the game directory.
Search for the following lines:
[Basic]
NewINIFormat=3 (this may be a different value in your
game)
Name=River of Gold (this may be a different value in
your game)
Copy the following entries below those lines.
[General]
;Warior Ant
[ANT1]
Name=Nin10dolord's Warior
Image=ANT1
Name=Warrior Ant
Prerequisite=weap
Primary=Mandible
Strength=125
Armor=heavy
TechLevel=1
Owner=allies,soviets
Sight=3
Speed=6
Cost=700
Points=40
ROT=8
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5
;Fireant
[ANT2]
Image=ANT2
Primary=FireballLauncher
Name=Fire Ant
Prerequisite=weap
Strength=75
Armor=heavy
TechLevel=1
Owner=allies,soviets
Sight=3
Speed=8
Cost=700
Points=40
ROT=6
Tracked=yes
Crewed=no
NoMovingFire=yes
[ANT3]
Image=ANT3
Name=Scout Ant
Prerequisite=weap
Primary=DepthCharge
Strength=85
Armor=light
TechLevel=1
Owner=allies,soviets
Sight=3
Speed=7
Cost=700
Points=40
ROT=9
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5
Hints:
Soviet strategy:- This strategy works well against the
Allies. Build about five Demolition trucks and five
Telsa tanks. Send the
Demolition tanks to an enemy base and spread them out so
that they do not destroy each other. Place the Telsa
tanks back, away from the demolition trucks. When the
CPU starts sending units to attack, they should run into
the demolition trucks and start shooting them. Sit back
and watch them blow up and get fried at the same time.
Ore truck defense:- If infantry are attacking your ore
truck, simply use the ore truck to crush them.
Making cruisers accurate:- Cruisers will miss when
firing at something in the distance. Hold [Ctrl] and
click to force them to fire on the ground and a little
above the target.
Cruisers without protection:- Cruisers can fire at
water-vehicles by force firing on the target. However,
it will not do as much damage as if normal target was
attacked.
Tanks vs. spy:- Although you may think your spy is safe
if no dogs are present, tanks are still dangerous. They
will not shoot at
your spy, but will instead try to crush him.
Saving units:- If you are under attack by enemies that
are coming by bridge, transport, APC, or Chinook,
destroy them quickly to
cut them off.
Naval Conflict:- On the skirmish level Naval Conflict,
you can choose any difficulty setting. The enemy runs
out of ore too fast
because they are on a small inland. They can be easily
defeated with missile subs and many bases.
Low power strategy:- When you have low power, your
defense (Turret, Flame Tower, Pillbox, etc.) can still
function. But structures such as Tesla Coils, AA Guns,
and Radar Domes will go offline. Your radar will not
appear until the power is back to normal. However, your
other structures will still build or repair depending on
how much power is available to you; the less power, the
slower the construction.
Killing multiple grenadiers/flamethrowers:- When
attacked by a group of flamethrowers or grenadiers, just
kill a few of them to set off a chain reaction that will
kill the rest.
Blackhole Lightning storm (Vortex) on the ground:- Build
a Chronoshere and use it many times. If you have done it
enough times, you will see a circle that appears as if
it is sucking up the ground. Stay far away from it, as
it shoots out powerful lightning bolts.
Note: This is a Vortex. Einstein warns that this may
happen if the Chronosphere is used. You can edit the
rules.ini file to change the chances of a Vortex
happening.
Skirmish warning:- Once you install the Aftermath
expansion, you will not be able to play a skirmish
without the disc again. Do not install the game with a
borrowed disc.
Easy wins in skirmish mode:- Create ten to fifteen
Allied Cruisers and send them into the shores of the
enemy. Have them destroy Construction Yards (to stop
them from making new buildings), Barracks (to stop them
from making infantry), Sub Pens or Naval Yards (to stop
them from making subs or boats.), defenses (Tesla Coils,
Turrets, etc.), and finally War Factories (so they
cannot
make Tanks, etc.). Then, leave them to destroy the rest
or send in ground units. To make this even easier,
destroy their Helipads and Landing Strips. Note: This
can also be done with the Soviet Missile Subs.
Almost 30 units in one sea transport: - Build 5 APCs and
fill them to the maximum with any desired infantry unit.
After filling all 5 APCs with the units, place them in
the sea-going transport. You have almost 30 units in
only one transport.
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